The Great Swamp of Ardneh


Located west of the Great Forest and between the Cliffs of Loki and the Krull Ranges, The Great Swamp was once a highly populated area during the First Empire of the Drow and was the center of the humanoid rebellions that brought an end to that empire. However, after the whole region was freed from Eastern control, orcs and others dammed up several rivers, causing the whole region to slowly become a vast swamp and destroying the center of the resistance. Since then it has faded in power and importance, and today is populated by subsistance level hunters and farmers. In addition to the humans, there is a race of intelligent reptiles there that are at home in the swamp, have their own towns, and live in harmony with the humans.

Ardneh's personal influence helped bring about those ancient rebellions, and both the swampies and swampie humans are strong Ardneh worshippers. Officially, the Eastern Empire (Empire of the Asp) still claims the Great Swamp, and many swampies are involved in low level guerrilla warfare against their rule. An ancient city there, now only ruins half-buried in swamp, is the location where Ardneh became fully aware of himself and his Godhood. Both Swampie races and the Drow Empire all venerate the location, and a tense peace resides there, with each group controlling the site for 12 hours of each day. Many other ruins are buried in the swamp as well.

Swampie Society
Swampies live scattered throughout the Great Swamp in tiny hamlets of 100 people or less. Human and reptile villages are pretty much separate but interspersed, with the humans preferring areas of solid land while the lizards prefer shallow water. The two live in harmony though they speak different languages, but most speak a pidgin that can be understood by all. Humans build on dry land, but even then, most buildings are raised on stilts or supported between trees, usually between five and ten feet off the ground. This offers protection both against seasonal floods, but also the occasional snake, crocodile, or other predator common throughout the swamp. Most people support themselves by hunting, fishing, and gathering. Some agriculture exists, but most is more of a careful maintenance of a naturally growing food source than actual agriculture. Berries, rice, and rye are staples. Herding of animals is almost unknown. Each village is self-sufficient with most people doing all jobs, depending on the season, but some specialists exist as well. Money is scarce in the swamp, and most specialists, such as a quality bowmaker, would barter his bows for food and/or clothes. Village Elders often collect shares of harvests to support such people and/or care for the sick or elderly. Even the most citified of swampie people will feel at home outdoors, be capable of living off the land and knowing enough survival skills to travel through the swamp fairly safely.

Organization: Individual villages are usually centered around a temple/inn/meeting hall and presided over by the Village Elder, a man or woman chosen by consensus of the village. The Elder is often a cleric and usually dedicated to Ardneh, though all the good gods are honored and respected throughout the swamp. Two or three times a year a regional meeting of Village Elders is held, usually coinciding with holy days or harvest festivals in one of the 3 "cities" in the swamp. These councils usually speak of current news, arrange for care of refugees or other victims, and rarely, talk of defense against the East or some other threat. For the most part, swampies are unaffected by the rest of the world and just do their best to live day-to-day. Travel is rare for most people; they may visit one of the "cities" every 5 years or so for a festival or on a honeymoon, but never outside the Great Swamp. A school of bards exists among the swamps, supported by the Elders, and the travelling storytellers keep the traditions of the people alive and fresh for every generation, and keep them informed of more recent events as well.

Mercy, the largest city in the swamp is located on a dry area of land in the south and has over 1000 people living in it. It houses the Temple of Ardneh, a center of learning, religion, culture, and art where many young swampie teens dream of going. The Temple offers a 3-year program to educate the wisest teens, and few people become elders who did not graduate from the program. Each of the cities are centers of learning, offering apprenticeships in weaving, herbology, agriculture, woodcarving and carpentry. Having quality bowyers, fletchers and spearmakers are important to survival in the swamp, and tradesmen meet to share knowledge and learn new techniques. Each town is located near one of the portal stones, teleportation devices which help connect people across the swamp and whose existance was kept secret from outsiders for many years.

War with the East: With the flooding of the valley untold centuries ago, the swamp ceased to be any threat to the East, but the conditions in the swamp make it not worth the Empire's time and effort to conquer. Still, the two cultures stand in direct opposition to each other, one standing for freedom and caring for individuals under the sign of Ardneh, the other to slavery, conquest by force, and a low regard for human life under Hel and the Shadow. Constant skirmishes occur between the two, usually along the road, a broad causeway through the swamp, used by the East to invade the West every 100 years. Swampies will raid caravans, free slaves, and guide any who want it to freedom and a new life in the swamp. The East will often hang any Swampie they find too near the road and occasionally send patrols to harass or burn villages. In many ways, this war keeps the Swampie culture alive, motivating the people to hold fast to Ardneh and the struggle against the East, knowing the fate (probably exaggerated) of conquerred peoples under them.